Merge branch 'Dev' into movement-dev
This commit is contained in:
commit
97aea0fde1
43 files changed
+20572
-12187
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@@ -15,7 +15,7 @@ MonoBehaviour:
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m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
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m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
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m_currentHash:
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m_currentHash:
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||||||
serializedVersion: 2
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serializedVersion: 2
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||||||
Hash: 00000000000000000000000000000000
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Hash: 1a420e69e59df83cd441acb2d99fa2aa
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m_OptimizeCatalogSize: 0
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m_OptimizeCatalogSize: 0
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||||||
m_BuildRemoteCatalog: 0
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m_BuildRemoteCatalog: 0
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m_CatalogRequestsTimeout: 0
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m_CatalogRequestsTimeout: 0
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@@ -40,7 +40,7 @@ namespace Code.App.AppStates
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Context.LoadingManager
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Context.LoadingManager
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.RegisterLoading(LoadingWork.LoadScene)
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.RegisterLoading(LoadingWork.LoadScene)
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.RegisterLoading(LoadingWork.LoadUI)
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.RegisterLoading(LoadingWork.LoadUI)
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// .RegisterLoading(LoadingWork.LoadModelResource)
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.RegisterLoading(LoadingWork.LoadModelResource)
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.RegisterLoading(LoadingWork.LoadAudio);
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.RegisterLoading(LoadingWork.LoadAudio);
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//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
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//_playerHealth = Context.PlayerFactory.CreatePlayerHealth();
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@@ -56,7 +56,7 @@ namespace Code.App.AppStates
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.Gameplay);
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
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Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
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Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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@@ -77,9 +77,10 @@ namespace Code.Generator
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private void CreateRoomsStack(float timer)
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private void CreateRoomsStack(float timer)
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{
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{
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var currentSaveRoom = _roomIndexesStack[^1];
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_nextRoomStackIndex = 0;
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// var currentSaveRoom = _roomIndexesStack[^1];
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_roomIndexesStack.Clear();
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_roomIndexesStack.Clear();
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_roomIndexesStack.Add(currentSaveRoom);
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// _roomIndexesStack.Add(currentSaveRoom);
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var remainingTime = timer;
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var remainingTime = timer;
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@@ -93,12 +94,13 @@ namespace Code.Generator
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remainingTime -= room.RoomTimer;
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remainingTime -= room.RoomTimer;
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Debug.Log($"комната {room.name} время {room.RoomTimer} осталось: {remainingTime}");
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Debug.Log($"комната {room.name} время {room.RoomTimer} осталось: {remainingTime}");
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}
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}
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AddPickupRoom();
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CreateSaveRoom();
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CreateSaveRoom();
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AddPickupRoom();
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Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
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Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
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SpawnNextRoomAsync();
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}
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}
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private void CreateSaveRoom()
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private void CreateSaveRoom()
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: e76fbbe72ad97cc4f9dfe770ddc79857
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folderAsset: yes
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|
DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,54 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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public class LightProbeRuntime : MonoBehaviour
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{
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public Color m_Ambient;
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Light[] m_Lights;
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// Start is called before the first frame update
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IEnumerator Start()
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{
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yield return null;
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m_Lights = FindObjectsOfType<Light>();
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SphericalHarmonicsL2[] bakedProbes = LightmapSettings.lightProbes.bakedProbes;
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Vector3[] probePositions = LightmapSettings.lightProbes.positions;
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int probeCount = LightmapSettings.lightProbes.count;
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// Clear all probes
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for (int i = 0; i < probeCount; i++)
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bakedProbes[i].Clear();
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// Add ambient light to all probes
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for (int i = 0; i < probeCount; i++)
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bakedProbes[i].AddAmbientLight(m_Ambient);
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// Add directional and point lights' contribution to all probes
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foreach (Light l in m_Lights)
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{
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if (l.type == LightType.Directional)
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{
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for (int i = 0; i < probeCount; i++)
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bakedProbes[i].AddDirectionalLight(-l.transform.forward, l.color, l.intensity);
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}
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else if (l.type == LightType.Point)
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{
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for (int i = 0; i < probeCount; i++)
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SHAddPointLight(probePositions[i], l.transform.position, l.range, l.color, l.intensity, ref bakedProbes[i]);
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}
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}
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LightmapSettings.lightProbes.bakedProbes = bakedProbes;
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}
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void SHAddPointLight(Vector3 probePosition, Vector3 position, float range, Color color, float intensity, ref SphericalHarmonicsL2 sh)
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{
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// From the point of view of an SH probe, point light looks no different than a directional light,
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// just attenuated and coming from the right direction.
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Vector3 probeToLight = position - probePosition;
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float attenuation = 1.0F / (1.0F + 25.0F * probeToLight.sqrMagnitude / (range * range));
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sh.AddDirectionalLight(probeToLight.normalized, color, intensity * attenuation);
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 9643888b3364f55439c6adf3309cc447
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@@ -0,0 +1,295 @@
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using UnityEngine;
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using UnityEditor;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.SceneManagement;
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[ExecuteAlways]
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public class PrefabLightmapData : MonoBehaviour
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{
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[Tooltip("Reassigns shaders when applying the baked lightmaps. Might conflict with some shaders like transparent HDRP.")]
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public bool releaseShaders = true;
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[System.Serializable]
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struct RendererInfo
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{
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public Renderer renderer;
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public int lightmapIndex;
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public Vector4 lightmapOffsetScale;
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}
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[System.Serializable]
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struct LightInfo
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{
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public Light light;
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public int lightmapBaketype;
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public int mixedLightingMode;
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}
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[SerializeField]
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RendererInfo[] m_RendererInfo;
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[SerializeField]
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Texture2D[] m_Lightmaps;
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[SerializeField]
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Texture2D[] m_LightmapsDir;
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[SerializeField]
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Texture2D[] m_ShadowMasks;
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[SerializeField]
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||||||
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LightInfo[] m_LightInfo;
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||||||
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||||||
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void Awake()
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{
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Init();
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}
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||||||
|
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||||||
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void Init()
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||||||
|
{
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if (m_RendererInfo == null || m_RendererInfo.Length == 0)
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return;
|
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|
|
||||||
|
var lightmaps = LightmapSettings.lightmaps;
|
||||||
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int[] offsetsindexes = new int[m_Lightmaps.Length];
|
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int counttotal = lightmaps.Length;
|
||||||
|
List<LightmapData> combinedLightmaps = new List<LightmapData>();
|
||||||
|
|
||||||
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for (int i = 0; i < m_Lightmaps.Length; i++)
|
||||||
|
{
|
||||||
|
bool exists = false;
|
||||||
|
for (int j = 0; j < lightmaps.Length; j++)
|
||||||
|
{
|
||||||
|
|
||||||
|
if (m_Lightmaps[i] == lightmaps[j].lightmapColor)
|
||||||
|
{
|
||||||
|
exists = true;
|
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offsetsindexes[i] = j;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
if (!exists)
|
||||||
|
{
|
||||||
|
offsetsindexes[i] = counttotal;
|
||||||
|
var newlightmapdata = new LightmapData
|
||||||
|
{
|
||||||
|
lightmapColor = m_Lightmaps[i],
|
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|
lightmapDir = m_LightmapsDir.Length == m_Lightmaps.Length ? m_LightmapsDir[i] : default(Texture2D),
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|
shadowMask = m_ShadowMasks.Length == m_Lightmaps.Length ? m_ShadowMasks[i] : default(Texture2D),
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||||||
|
};
|
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|
|
||||||
|
combinedLightmaps.Add(newlightmapdata);
|
||||||
|
|
||||||
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counttotal += 1;
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
var combinedLightmaps2 = new LightmapData[counttotal];
|
||||||
|
|
||||||
|
lightmaps.CopyTo(combinedLightmaps2, 0);
|
||||||
|
combinedLightmaps.ToArray().CopyTo(combinedLightmaps2, lightmaps.Length);
|
||||||
|
|
||||||
|
bool directional=true;
|
||||||
|
|
||||||
|
foreach(Texture2D t in m_LightmapsDir)
|
||||||
|
{
|
||||||
|
if (t == null)
|
||||||
|
{
|
||||||
|
directional = false;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
LightmapSettings.lightmapsMode = (m_LightmapsDir.Length == m_Lightmaps.Length && directional) ? LightmapsMode.CombinedDirectional : LightmapsMode.NonDirectional;
|
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|
ApplyRendererInfo(m_RendererInfo, offsetsindexes, m_LightInfo);
|
||||||
|
LightmapSettings.lightmaps = combinedLightmaps2;
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnEnable()
|
||||||
|
{
|
||||||
|
|
||||||
|
SceneManager.sceneLoaded += OnSceneLoaded;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// called second
|
||||||
|
void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||||
|
{
|
||||||
|
Init();
|
||||||
|
}
|
||||||
|
|
||||||
|
// called when the game is terminated
|
||||||
|
void OnDisable()
|
||||||
|
{
|
||||||
|
SceneManager.sceneLoaded -= OnSceneLoaded;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
void ApplyRendererInfo(RendererInfo[] infos, int[] lightmapOffsetIndex, LightInfo[] lightsInfo)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < infos.Length; i++)
|
||||||
|
{
|
||||||
|
var info = infos[i];
|
||||||
|
|
||||||
|
info.renderer.lightmapIndex = lightmapOffsetIndex[info.lightmapIndex];
|
||||||
|
info.renderer.lightmapScaleOffset = info.lightmapOffsetScale;
|
||||||
|
|
||||||
|
if (releaseShaders)
|
||||||
|
{
|
||||||
|
// You have to release shaders.
|
||||||
|
Material[] mat = info.renderer.sharedMaterials;
|
||||||
|
for (int j = 0; j < mat.Length; j++)
|
||||||
|
{
|
||||||
|
if (mat[j] != null && Shader.Find(mat[j].shader.name) != null)
|
||||||
|
{
|
||||||
|
mat[j].shader = Shader.Find(mat[j].shader.name);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < lightsInfo.Length; i++)
|
||||||
|
{
|
||||||
|
LightBakingOutput bakingOutput = new LightBakingOutput();
|
||||||
|
bakingOutput.isBaked = true;
|
||||||
|
bakingOutput.lightmapBakeType = (LightmapBakeType)lightsInfo[i].lightmapBaketype;
|
||||||
|
bakingOutput.mixedLightingMode = (MixedLightingMode)lightsInfo[i].mixedLightingMode;
|
||||||
|
|
||||||
|
lightsInfo[i].light.bakingOutput = bakingOutput;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
[UnityEditor.MenuItem("Assets/Bake Prefab Lightmaps")]
|
||||||
|
static void GenerateLightmapInfo()
|
||||||
|
{
|
||||||
|
if (UnityEditor.Lightmapping.giWorkflowMode != UnityEditor.Lightmapping.GIWorkflowMode.OnDemand)
|
||||||
|
{
|
||||||
|
Debug.LogError("ExtractLightmapData requires that you have baked you lightmaps and Auto mode is disabled.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
UnityEditor.Lightmapping.Bake();
|
||||||
|
|
||||||
|
PrefabLightmapData[] prefabs = FindObjectsOfType<PrefabLightmapData>();
|
||||||
|
|
||||||
|
foreach (var instance in prefabs)
|
||||||
|
{
|
||||||
|
var gameObject = instance.gameObject;
|
||||||
|
var rendererInfos = new List<RendererInfo>();
|
||||||
|
var lightmaps = new List<Texture2D>();
|
||||||
|
var lightmapsDir = new List<Texture2D>();
|
||||||
|
var shadowMasks = new List<Texture2D>();
|
||||||
|
var lightsInfos = new List<LightInfo>();
|
||||||
|
|
||||||
|
GenerateLightmapInfo(gameObject, rendererInfos, lightmaps, lightmapsDir, shadowMasks, lightsInfos);
|
||||||
|
|
||||||
|
instance.m_RendererInfo = rendererInfos.ToArray();
|
||||||
|
instance.m_Lightmaps = lightmaps.ToArray();
|
||||||
|
instance.m_LightmapsDir = lightmapsDir.ToArray();
|
||||||
|
instance.m_LightInfo = lightsInfos.ToArray();
|
||||||
|
instance.m_ShadowMasks = shadowMasks.ToArray();
|
||||||
|
#if UNITY_2018_3_OR_NEWER
|
||||||
|
var targetPrefab = PrefabUtility.GetCorrespondingObjectFromOriginalSource(instance.gameObject) as GameObject;
|
||||||
|
if (targetPrefab != null)
|
||||||
|
{
|
||||||
|
GameObject root = PrefabUtility.GetOutermostPrefabInstanceRoot(instance.gameObject);// 根结点
|
||||||
|
//如果当前预制体是是某个嵌套预制体的一部分(IsPartOfPrefabInstance)
|
||||||
|
if (root != null)
|
||||||
|
{
|
||||||
|
GameObject rootPrefab = PrefabUtility.GetCorrespondingObjectFromSource(instance.gameObject);
|
||||||
|
string rootPath = AssetDatabase.GetAssetPath(rootPrefab);
|
||||||
|
//打开根部预制体
|
||||||
|
PrefabUtility.UnpackPrefabInstanceAndReturnNewOutermostRoots(root, PrefabUnpackMode.OutermostRoot);
|
||||||
|
try
|
||||||
|
{
|
||||||
|
//Apply各个子预制体的改变
|
||||||
|
PrefabUtility.ApplyPrefabInstance(instance.gameObject, InteractionMode.AutomatedAction);
|
||||||
|
}
|
||||||
|
catch { }
|
||||||
|
finally
|
||||||
|
{
|
||||||
|
//重新更新根预制体
|
||||||
|
PrefabUtility.SaveAsPrefabAssetAndConnect(root, rootPath, InteractionMode.AutomatedAction);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
PrefabUtility.ApplyPrefabInstance(instance.gameObject, InteractionMode.AutomatedAction);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#else
|
||||||
|
var targetPrefab = UnityEditor.PrefabUtility.GetPrefabParent(gameObject) as GameObject;
|
||||||
|
if (targetPrefab != null)
|
||||||
|
{
|
||||||
|
//UnityEditor.Prefab
|
||||||
|
UnityEditor.PrefabUtility.ReplacePrefab(gameObject, targetPrefab);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
static void GenerateLightmapInfo(GameObject root, List<RendererInfo> rendererInfos, List<Texture2D> lightmaps, List<Texture2D> lightmapsDir, List<Texture2D> shadowMasks, List<LightInfo> lightsInfo)
|
||||||
|
{
|
||||||
|
var renderers = root.GetComponentsInChildren<MeshRenderer>();
|
||||||
|
foreach (MeshRenderer renderer in renderers)
|
||||||
|
{
|
||||||
|
if (renderer.lightmapIndex != -1)
|
||||||
|
{
|
||||||
|
RendererInfo info = new RendererInfo();
|
||||||
|
info.renderer = renderer;
|
||||||
|
|
||||||
|
if (renderer.lightmapScaleOffset != Vector4.zero)
|
||||||
|
{
|
||||||
|
//1ibrium's pointed out this issue : https://docs.unity3d.com/ScriptReference/Renderer-lightmapIndex.html
|
||||||
|
if(renderer.lightmapIndex < 0 || renderer.lightmapIndex == 0xFFFE) continue;
|
||||||
|
info.lightmapOffsetScale = renderer.lightmapScaleOffset;
|
||||||
|
|
||||||
|
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m_Width: 43.953125
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m_Height: 61.53125
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@@ -399,8 +459,38 @@ MonoBehaviour:
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m_HorizontalBearingY: 65.921875
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m_HorizontalAdvance: 52.734375
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m_ClassDefinitionType: 0
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m_Metrics:
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m_Width: 43.953125
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m_Height: 61.53125
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m_HorizontalBearingY: 65.921875
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m_GlyphRect:
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m_Metrics:
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m_Height: 61.53125
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m_Height: 62
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m_Height: 62
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m_Scale: 1
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m_Scale: 1
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@@ -408,80 +498,40 @@ MonoBehaviour:
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m_ClassDefinitionType: 0
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m_GlyphIndex: 50
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m_GlyphIndex: 42
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m_Scale: 1
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m_Scale: 1
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m_Unicode: 86
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m_Unicode: 72
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m_GlyphIndex: 57
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m_GlyphIndex: 43
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m_Scale: 1
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m_GlyphIndex: 48
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m_Scale: 1
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m_GlyphIndex: 50
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m_Unicode: 82
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@@ -491,13 +541,77 @@ MonoBehaviour:
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m_Unicode: 84
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m_Width: 64
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m_Height: 81
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m_Y: 110
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m_Y: 28
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m_Y: 28
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@@ -623,14 +761,26 @@ MonoBehaviour:
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m_Y: 162
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m_Width: 895
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m_Width: 1023
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m_FontFeatureTable:
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m_MultipleSubstitutionRecords: []
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m_LigatureSubstitutionRecords:
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m_LigatureSubstitutionRecords:
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m_ColorSpace: 1
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m_PlatformBlob:
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image data: 1048576
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@@ -0,0 +1,7 @@
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userData:
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Reference in new issue
Block a user